KGD: Adventurers Nerfs

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Author: Captain Smollett

Last revision: 22 Apr at 18:20 UTC (20)

File size: 2.63 MB

On Steam Workshop

Description:

Contains bits and pieces of Unofficial Patch

Game Rules:
  • Camp Upgrades Restrictions:leave them as i set them to be, allow all camp upgrades for wanderers only, or allow all for everyone. (added due to incompatability with similar mod)
  • Contract effects on AI: option to make contracts "generate" their own gold, so you dont bankrupt AIs by playing the game. (added due to incompatability with similar mod)
  • Gold from Contracts: options let you half, double or semi-revert to vanilla base gold gained.
  • Courtiers consume Provisions: off by default. Turning it on will make your courtier "eat" some provisions each month (you get notified about it yearly). Also includes options to half or double the amount eaten.
  • Adventurers army after landing: option for Adventurers Men-At-Arms to turn into Special Troops on becoming landed.
  • All game rules are compatible with Gamerule Gadget

Contracts:
  • Contract rewards (gold) have been reduced by at least 50%
  • Contract rewards (gold) for travelling contracts have been reduced a lot more
  • Scheme contract gold rewards should be higher than non-scheme ones
  • 150 prestige penalty for failing a contract (vanilla: 25)
Camp:
  • Camp buildings give less skill stats.
  • Camp buildings give less MAA limit/regiment size
  • Camp buildings give less MAA damage/toughness/pursuit/screen
  • `Second` Camp position gives less stats and requires a bit more attitude for breakpoints, also gives lifestyle experience gain increase
  • MAA specific camp positions no longer give regiment size at excellent attitude and require a bit more attitude for breakpoints.
  • Other camp positions generally grant less bonuses
Lifestyles:
  • Nerfs to lots of adventurer-specific perk bonuses (notable mentions below):
  • Stewardship: "High-Stakes Bartering" perk gold per holding reduced to 1-10% of raid value (scaled down by cultural era)
  • Stewardship: "See How it’s Done" perk gold per point of interest reduced to 5
  • Intrigue: "Crime pays" multiplier reduced to +33%
  • Intrigue: "I look better in comparison" gives a lot less prestige per secret exposed (150 max)
  • "Radiant" (Learning) and "Dignitas" (Diplomacy) bonuses revered to non-adventurer ones. Added small bonus to compensate.
  • "Benevolent ruler/intent" buffed sway phase lenght reduction.
Camp Purpose:
  • Wanderers now gives some very minor buffs
  • Swords-for-hire now allows "Martial Study" internal building.
  • Scholar no longer allows "Train Siege Engineers" internal building. +20% monthly lifestyle experience replaced with +20% monthly stewardship and learning lifestyles experience.
  • Explorers now give +10% monthly diplomacy and intrigue lifestyles experience.
  • Freebooters embark cost reduction reduced to -25%.

Miscellaneous:
  • MAA cost at least twice as much provisions, even more so for non-light MAA (light footmen, bowmen, light cavalry)
  • ‘Make a Request’ base acceptance lowered to -35 (vanilla +30), gives a lot less money and costs x1.5 the prestige
  • Gallowsbait trait: more opinion penalties, less bonuses
  • Wipe Slate decision: increased cost, should scale with prestige level, reduced the effectiveness
  • Many adventurer-specific modifiers have been nerfed and brought more in line with other modifiers (no more +3 to all stats from hosting a feast).
  • Adventurers have -5 base travel safety and some camp buildings reduce it further.
  • Added cooldowns to many spammable interactions when visiting a holding

This is not an exhaustive list of changes, if you really really care you can check the changelog.

Thanks for the Chinese translation to NONAME

Also check out my totally normal rebalance mod – KGD: The Great Rebalance